Player Statistics and What They Mean

It
can be difficult to determine the best gear for your character - especially when you may not understand what all the
modifiers on it mean. Spirit? Agility? Strength? Which is more important depends heavily on
your class and the role you're trying to play (druids, for example, can heal, do magic DPS, or do physical DPS - in cat
or bear form - and different stats are important for each role). While there are few official numbers regarding
what equals what, the player community has done a lot of research and speculation, giving us a pretty good idea as to
what each means. (However, there may still be some inaccuracies - and if you think you see one, let me us
know!) Read on for more detailed information.

Strength

Increases melee attack power

2AP per point for warriors, paladins, druids (all forms), and shamans

1AP per point for rogues and hunters

Increases the amount of damage blocked by a shield (for classes that can use shields)

Agility

Increases ranged attack power

2AP for hunters

Increases melee attack power

1AP per point for rogues and cat form druids

Increases armor

2 armor per point for all classes

Increases ranged/melee critical strike chance

The amount of agility needed varies for each class, ranging from 53 for hunters to 20 for warriors.

Increases your chance to dodge

Again, the needed amount of agility varies per class. Rogues get the most dodge benefit from
agility.

Stamina

Increases your health

10 health per point for all classes

Intellect

Increases the rate at which you learn skills (weapon skills, trade skills, etc)

Increases your mana

15 mana per point for all classes with mana

Increases spell critical strike chance

While the assumed formula has always been 100 intellect per spell crit, recent posts by Tseric suggest
that this is not the case, providing a number of 59.6 int per crit for mages.

Spirit

Increases health regeneration

Only works outside of combat

Exact formula unknown (though seems to be different for each class)

Increases mana regeneration

Spirit/4 13 for priests

Spirit/4 11 for mages, hunters

Spirit/4 8 for warlocks, paladins

Spirit/5 17 for shamans

Spirit/5 15 for druids

Mana will regenerate at any time (in or out of combat) when you're outside of the "5 second
rule" - meaning you regenerate only if you have not cast a spell in the past 5 seconds. (This is timed from
the end of the last spell cast.)